[en] Edain Mod > [Edain] General Suggestions

General Balance Discussion

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JoJo(TheRealOne):
Hello,

I just noticed that bannercarriers can survive more trampels then the battalions they belong to do. That shouldn't be the case in my opinion. Banners are strong enough by themselfes and don't need to save a unit from being wiped out by a cav charge. So I suggest to reduce their hp/armor to the amount the usual archers have.

FG15:
Are you talking about banner carriers in general or those of archers? Because usually different units use the exact same banner carrier, such that a change to the banner carrier of archers would affect the one of swords or pikes too.

Seleukos I.:
Hello there :)

I’d like to suggest to reduce the ranged-damage (PIERCE)  taken by cavalry from 100% down to 65% by changing their armorset.

Now you may wonder why I do suggest that. Let me explain:

Let’s look at other units that counter each other:

Cavalry is the counter to swordsmen, because of that cavalry deals more damage vs swordsmen (135% of their normal damage), and at the same time swordsmen deal less damage (only 30%) to cavalry.

The same goes for swordsmen countering pikes: Pikes suffer more damage from swords (135%) while dealing less damage to them as well (only 65%).
Archers deal more damage to pikes (135%) because they counter them, this means pikes also deal less damage to archers.
It’s the same with cavalry and pikes; pikes deal bonusdamage vs cavalry and cavalry deal less damage to pikes.

Now we look at cavalry vs archers: The first part is the same, cavalry deals 135% damage vs archers … and yet archers deal a full 100% damage vs cavalry.

In my opinion that doesn’t really make sense. Every unit deals reduced damage to it’s counter except for archers.

The suggested change however would not only bring in line some numbers, but also affect the gameplay in a positive way.
Right now it can be observed quite often that cavalry – even expensive elite units – are simply shot down before reaching the enemy archers, the units they are supposed to counter. Increasing their resistance to archers would reward players who try to outmicro the enemy pikes over those who rely on own archers to “counter” enemy ranged units (which atm can lead to a rather campy and clumpy gameplay).


Best regards,
Seleukos

PS.
I know that with the logic of our „real world“ this change doesn‘t make too much sense, since archers were a good counter to charging cavalry. This is a game however, and in terms of gameplay cavalry is the counter to archers and that means, imo, that archers shouldn’t deal a lot of damage to cavalry. :P

Smeargollum:
Hello everyone!
Today I would like to talk about some mechanics I don't like about some factions specific outposts.

Immediate autorepair:
At the moment outposts like the Dunedain, Dale, Laketown, Mirkwood, etc. repair themselves as soon as they are no longer under attack, just like a citadel.
That is in my opinion way too strong because, unlike the citadel, such an outpost does quite a lot for a player. You can buy a tower that does a lot of damage, it has a heal and leadership, it gives you some money, ...
It is always quite a committed attack when you attack such a defensively strong outpost, but right now you have to be really certain to crush the enemys army because when you don't manage to win the battel and destroy the outpost all your effort was for nothing because the outpost is immediately repaired again.
So I would suggest to simply remove this mechanic and let such outposts get repaired just like every other building (after some time a worker appears who slowly repairs it.

It is extremly frustrating when you play against Imladris. When you (finally) managed to almost destroy the outpost the Imla player can simply cast the spell "Protection of the Bruine". This spell makes the building invulnerable for a entire minute so that you can't attack it ..... and the outpost repair itself again even though you stand next to it with you entire army  :(
So I would like it when this spell would make the building invulnerable for a shorter periode of time (like 30 seconds)
Having a permanent heal in combination with a strong leadership:
Occures for Dunedain, Dale and Laketown Outpost (maybe also some other one I don't remember rigth now). That is in my opinon also way too strong for the defense. I think just the heal is not that big of a problem since it still takes some time to heal your army, but in my opinion it is too much when you get basicly the boni of a well and a hero statue because the leadership makes it almost impossible to fight near an outpost.
So I would suggest to leave the heal as it is now but remove the leadership.

What do you think about this problematic?

Best regards,
Smeargollum

Snens:
The first point is really good, those outposts get repaired way to fast, since they get repaired between 2 shots of the same catapult. That shouldn't be a thing imo.

To your second point: I agree that the leadership combined with the well is really strong, or even too strong; It's awful to fight a Dunedain outpost, with this healing tent and gets even worse when he has the tower, but for me there would be no reason to build the dale or laketown outpost anymore, if the leadership gets removed, because they're already to weak; Maybe they should get better Heroes/units in return? Same goes for the special Gondor outpost, dk how its called.

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